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Author Topic: Combined project - The world of traps and attractions  (Read 135097 times)

jplur

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Re: Combined project - The world of traps and attractions
« Reply #375 on: February 25, 2009, 05:37:02 pm »


On the subject of the other attractions thus far;
Spoiler (click to show/hide)

Ha!  I hope that means you're bringing something good to the table!

But seriously some of the sites are small but are really fun when you are an adventurer and can't see what you are getting into.
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #376 on: February 25, 2009, 07:16:41 pm »


On the subject of the other attractions thus far;
Spoiler (click to show/hide)

Ha!  I hope that means you're bringing something good to the table!

But seriously some of the sites are small but are really fun when you are an adventurer and can't see what you are getting into.


Of course; on foot, grand constructions tend to be less accessible.

That said, I am addicted to grand constructions.
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Duke 2.0

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Re: Combined project - The world of traps and attractions
« Reply #377 on: February 25, 2009, 07:21:03 pm »


 Well, it appears you can only start as humans and most armor is too small for you. I also now know to avoid any place where there are dwarves standing around with goo coverings unless I get some decent equipment to deal with tentacle demons.

 But the site that looks like a village with a building over a cave entrance is very nice, particularly the underground pool. Never did explore all of it.

 I must mention DF vanilla caves seem a bit too chaotic to make a good adventure experience. And that humans can't see worth crap underground.

 Despite all that, this was a good deal of fun.
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #378 on: February 25, 2009, 08:32:31 pm »


 Well, it appears you can only start as humans and most armor is too small for you. I also now know to avoid any place where there are dwarves standing around with goo coverings unless I get some decent equipment to deal with tentacle demons.

 But the site that looks like a village with a building over a cave entrance is very nice, particularly the underground pool. Never did explore all of it.

 I must mention DF vanilla caves seem a bit too chaotic to make a good adventure experience. And that humans can't see worth crap underground.

 Despite all that, this was a good deal of fun.

Nice to know.

I have some rather esoteric questions that I must have answered before I can continue contstruction;

1. On a map with no native monsters and a total floodgate lockdown, is placed furniture still scattered?
2. Can adventurers see through windows?
3. Does an adventurer stand on a lever to activate it, or stand adjacent to it?
4. Do upright spikes still work despite the traps hullabaloo?
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jplur

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Re: Combined project - The world of traps and attractions
« Reply #379 on: February 25, 2009, 10:14:06 pm »

1. Placed furniture is always in the same spot, other furniture depends on weight.
2. Good question
3. They have to stand on top of it.
4. Yes spikes work, but the only way to activate them is with a lever, and since you have to stand on the lever itself to pull it....  well I guess if you have companions they could be in danger.
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #380 on: February 25, 2009, 10:44:50 pm »

1. Placed furniture is always in the same spot, other furniture depends on weight.

JAWSOME!

You guys are fucked now.

...Wait a second.

Caravans aren't coming, are they?
« Last Edit: February 25, 2009, 11:22:07 pm by Warlord255 »
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Random832

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Re: Combined project - The world of traps and attractions
« Reply #381 on: February 27, 2009, 12:35:34 pm »

You guys are fucked now.

...Wait a second.

Caravans aren't coming, are they?

Just mod the smelter.
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Micro102

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Re: Combined project - The world of traps and attractions
« Reply #382 on: February 27, 2009, 02:35:33 pm »

if possible, collect an army of carp in a river with grates and pumps and stuff, then build a building around it, making the adventurer go into a hole, pull a lever to open a door, and well, you know
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Broadsword

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Re: Combined project - The world of traps and attractions
« Reply #383 on: February 28, 2009, 11:56:21 am »

Can someone upload the save to something that is not rapidsuck? 
I can't download it because it only allows it to be downloaded 10 times. ::)
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Lowtierhero

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Re: Combined project - The world of traps and attractions
« Reply #384 on: February 28, 2009, 02:26:37 pm »

Can someone upload the save to something that is not rapidsuck? 
I can't download it because it only allows it to be downloaded 10 times. ::)

this please :'(
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jplur

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Re: Combined project - The world of traps and attractions
« Reply #385 on: February 28, 2009, 05:23:48 pm »

I don't have the new one.  Maybe wait for warlord to finish his turn or see if Qloos or Duke 2.0 have it. 
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Heron TSG

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Re: Combined project - The world of traps and attractions
« Reply #386 on: March 01, 2009, 06:09:14 pm »

This sounds exciting, sign me up!
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #387 on: March 02, 2009, 02:34:17 am »

I don't have the new one.  Maybe wait for warlord to finish his turn or see if Qloos or Duke 2.0 have it. 

Sorry mine's taking so long. I got caught up in sculpture over the weekend.
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Dakk

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Re: Combined project - The world of traps and attractions
« Reply #388 on: March 02, 2009, 02:44:27 am »

4shared if pretty good if you can cope with creating a account  ::)
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Cheshire Cat

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Re: Combined project - The world of traps and attractions
« Reply #389 on: March 02, 2009, 07:03:15 am »

oh yeah, reminder about monsters you may want to cage to make problems for people -

- any tame animals die on abandon
- named things in cages will be loose, unless the cage is placed as a building

so, if you bag yourself a GCS or a sasquatch, you need to feed it a dwarf or a pet so it gets named, then you can cage it and it will survive abandon. you can do this with creatures that are not allways aggressive and it seems to turn them bloodthirsty - ive been catching two humped camels and they are killing machines once they get a taste for dwarf flesh. just pit an otherwise benighn nontame animal with a war/hunting dog, and after your creature kills the dog recapture it and cage it behind a lever activated door to craft interesting adventurer experiences.
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